[Aurora Project] It isn't worth craft equipment, why and how to solve this?

> [Aurora Project] What New World could become <

Greetings to all.

The so-called “Aurora Project” is a set of ideas divided into several Post, where they will be treated individually and precisely. It is very important to understand that these suggestions are my way of understanding and improving New World, and that of course any other opinion is totally valid as well. I ask for the maximum possible respect in these Posts that I am going to discuss, and if anyone wants to comment, I would ask you, please, that they read the entire Project, all Post with the Tag “[Aurora Project]” and written by me: “Lobo_Necrodes”, to understand its objective.

More Posts will be added over time and with new ideas. I accept contributions from other users who send them to me by Private Message to continue creating a “New World”.

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This is no secret and we all know it already. In New World it is not worth craft your own equipment, but here we want to answer two questions on this matter:

  1. Why is this happening?
  2. How to solve this?

Although I had not yet dedicated a post to talk about this in particular, it is something that is related to some things that we have already talked about.
It is obviously related to: [Aurora Project] Changes in “Professions System”
Also with: [Aurora Project] Why money is not flowing in New World?, How to fix it
Even with: [Aurora Project] Changes in Gathering / Farming
And with some points mentioned in: [Aurora Project] Brainstorm: List of minor changes

But here we will go a little deeper, and talk directly about this topic. Let’s get started.

1. Why is this happening?

It has a very simple, easy and direct answer: Because it consumes more resources, dedication and time than buying it at the Auction House.

Let’s see about craft your own Chest Armor.

Crafted Level 40 Armor:

  • 380-400 Equipment Level (Item Level = Ilevel)
  • 186 Magic Defense (Average)
  • 249 Physical Defense (Average)
  • Stat 1: Odds “Medium”
  • Passive Skill 1: Odds “Low”
  • Cost: 1.29 gold (Taxes from my own Faction…)

Resource cost for manufacturing:

  • x22 Layered Leather = x704 Rawhide + x132 Thick Fur + x66 Tannin
  • x12 Linen = x48 Fibers
  • x1 Iron Ingot = x4 Iron Ore

You could also add:

  • x1 “Rune” (Special Resource to have another Passive Skill)
  • Azoth (To improve the stats and raise the probability index to “Rare” Item/“Green” Item)

This would lead us to another question.

1a. Why is there so much supply in the Auction House?

He also has a very simple, easy and straightforward answer: Because there is too much Equipment drop, so all players put their items up for sale at ridiculously low prices because there is too much excess.

This in turn brings us to yet another question.

1b. How do players get so much Equipment?

Every time I go out to do quests, I come back with the inventory completely full of Equipment; Weapons and armor of mole type. I always recycle the “white” and “green” ones, and sell the “blue” ones at the Auction House. This means that every time I go out to do 3-5 quests, I recycle about 10-20 “white” and “green” items, and sell about 1-5 “blue” items at the Auction House. A total of about 10-25 Equipment items every 30-60 minutes.
To this must be added the rewards for completing the quests, which would be another 3-5 items.
And to that we must add the “chests”, which also provide a lot of equipment. Really a lot… it’s crazy. Only in chests I can find almost the same number of items as killing enemies + rewards for quests.

On the other hand, every time I go to a dungeon, I come back with about 5-15 items. I recycle about 4-12 “white” and “green” items, and sell about 1-3 “blue” items at the Auction House. These every 15 minutes, which is about the time it takes to make a dungeon.

This is my inventory after ONE SINGLE dungeon …

  • 14 Green Weapons T4
  • 7 Green Weapons T4
  • 1 Purple Weapon T4
  • 2 White Armors T4
  • 13 Green Armors T4
  • 2 Blue Armors T4
  • TOTAL: 39 Equipment Items…

If we take into account that we are 5 players per group: 39x5 = 195 Equipment Items in 30 minutes. 195 Items that can now go to the Auction House, further collapsing New World’s economy. I always recycle everything White and Green, so that’s 10 items for the Auction House. Being 5 players, that would be about 50 Items for the Auction House.
A complete nonsense madness… And this every half hour…

Both processes can be spammed and grinded, so you can get a ton of Equipment every day.

1c. What about the Faction Equipment, isn’t it better?

Good question; let’s see in a clarifying way.

This is the level 40 gear, in the Faction Shop. We can see several things.

  • 420 Equipment Level (Item Level = Ilevel)
  • 231.1 Magic Defense
  • 231.1 Physical Defense
  • 10 Dexterity
  • 6 Constitution
  • Passive: Minus 4.2% received from critical hits.
  • 1 empty slot for another “rune” (Special Resource to have another Passive Skill)
  • Cost: 150 gold + 12,000 Faction Tokens

How are Faction Tokens obtained? Let’s see it too.

Adding up all the Faction Token rewards: 687 + 839 + 708 + 750 + 603 + 750 = [4.337]
Getting the average of the Faction Token rewards: 4.337 / 6 = 722’83 → round → [723]

We can see that a Faction quest, at level 41, gives an average of about 723 Faction Tokens.
Keep in mind that the top 3 quests are PvE, and the bottom 3 quests are PvP. Not all players want to do PvE or PvP.
If we have 0 Faction Tokens, we would have to do about 17 Faction quests to reach 12,000 Faction Tokens that this Chest Armor costs.
When I take the 6 quests, all the PvE and all the PvP, and I’m going to do them all together, it takes about 30-45 minutes to finish, and this gives me about 4,338 Faction Tokens. If we have to do this process until we obtain 12,000 Faction Tokens, we must do it almost 3 times. So we talk about 90-135 minutes; between 1 hour and a half and 2 hours and 15 minutes.

Now let’s see what we can get at the Auction House:

  • 425 Equipment Level (Item Level = Ilevel)
  • 234.4 Magic Defense
  • 234.4 Physical Defense
  • 10 Dexterity
  • 6 Strength
  • Passive: You heal yourself using the Skills: Sticky Bomb (Bugged description)
  • 1 empty slot for another “rune” (Special Resource to have another Passive Skill)
  • Cost: 50 gold

You don’t need to do anything special, you just go to the Auction House and buy it for 50 gold.

Let’s compare both pieces of equipment:

It’s easy to see that the Auction House Chest Armor is a better option. Also, I use Hatchet + Bow, so the Stats of the Chest Armor from the Auction House suit me much better: Dexterity + Strength is better than Dexterity + Constitution.
There is only one thing better in the Faction Chest Armor, and that is the Passive Skill (in my specific case because I don’t use Musket), but in the Auction House you can also find Passive Skills of all kinds, so this is relative.

The most important and notorious thing is that for the Faction Armor you need to invest a lot of time and money, but for the Auction House Armor you only spend 50 gold and you already have it.
There is so much variety in the Auction House and so much quantity, that I highly doubt that anyone will buy Faction Armor, and if someone is doing it… I would advise them not to do it anymore, and to go to the Auction House, because it goes to be much better for that person.

With this we move on to the second question of our post.

2. How to solve this?

For anyone who has been playing video games their entire lives, especially MMORPGs, the solutions to this are pretty obvious.

The first thing to understand is that if you want to give importance to Crafting in your game, the ideal is that the Crafted Items should be the best in the game. Therefore, New World should change the Stats (Level, Physical Defense, Magic Defense, Passive Skills, and everything else) that its Equipment pieces give. Both the Equipment pieces that are obtained through Crafting, and the Equipment pieces that are obtained through the Faction Shop.

Faction Store:

  • They should be “Transitional Equipment”, which players would use while getting Crafting their own equipment.
  • It should have much more affordable Faction Token prices.
  • They shouldn’t cost gold. Requiring a minimum of “Renown” within the Faction, and a cost of Faction Tokens, is enough. (No Faction Shop Items should actually cost gold, only minimal Renown and Faction Tokens).

The Equipment Crafted by the players should be divided into two large groups.

“Normal” Equipment Crafted by Players:

  • It should be better than the Equipment obtained in the Faction Shop.
  • It should use “Normal” ingredients (white, green and blue).
  • This equipment should be able to be white, green and blue, depending on our profession level. For example, if we are very good Armorer and we have a good level in that profession, we should have a very, very low probability of making “white” weapons, a standard probability of making “green” weapons, an acceptable percentage of making “blue” weapons. ".

“Special” Equipment Crafted by Players:

  • It should be the best Equipment in the whole game. There should be nothing above this.
  • It should use “Special” ingredients (purple and orange).
  • These ingredients should only be obtained by killing Bosses (either in Dungeons or in Corruptions).
  • These ingredients should have a low drop, always based on the level of your gathering professions (For example, if we kill a Boss Deer, we should skin / flay this Boss, and according to our level of “Skin / Flay”, we would have more or less percentage to obtain an ingredient (a skin, a fang, a hoof, whatever) purple or orange, which would help us to create the best piece of Equipment).
  • This “Special Equipment” (the best in the game), should be really difficult to Craft, and should be able to be sold in the Auction House to fuel the economy. In addition, there will always be players who prefer “Make” and “Sell”, and others who simply prefer “Farming Gold” and “Buy”. This is not a bad thing, both player profiles must coexist.
  • This equipment should be able to be white, green and blue, depending on our profession level. For example, if we are very good Armorer and we have a good level in that profession, we should have a very, very low probability of making “white” weapons, a standard probability of making “green” weapons, an acceptable percentage of making “blue” weapons.
  • Players with the profession almost maxed out are the only ones who should be able to craft purple items. And the players with the profession to the maximum, are the only ones who should be able to make orange equipment. Purple items would need purple rare ingredients, and orange items would need orange rare ingredients.
  • Other players could give us the purple or orange items for us to craft their items. For example, I can get the best skins in the game (purple and orange), because I have raised my profession as a skinner a lot, but I have almost nothing like Armorer because I did not upload it. Another player may have Armorer almost to the max because he uploaded it a lot, but he has almost nothing as a skinner. I could make his leather equipment, and he could make my weapons. We would just have to share our rare materials.
  • These highly advanced and special items should be able to be “tuned” more precisely by players with the highest profession level. To be able to craft pieces of equipment as “commissions” for himself and other players. In this way the players with the highest level in a profession, would be able to create really precise orange objects, following specific specifications, and would be really valued and appreciated players.
  • Reaching this “Master” level should be something really difficult. Not just any player should be able to get here, only those who really dedicate themselves to crafting equipment and making a living from it. They should have their own special instructors. Their special quest chains. Your special challenges. Special achievements. Special rewards. Etc.
  • I’m not sure about this decision, but I still think it would be a positive thing: I think it would be best to limit this “Mastery” to a maximum of 2-3 professions per player. In this way they would always need each other, and the economy and the usefulness of the players would still be important.

And finally, this brings us to one more question.

2a. What about all the equipment drop in the game?

If you still have that question, perhaps you did not understand the concept of this post; I encourage you to reread it to try to understand it better.

In short, the equipment drop should COMPLETELY DISAPPEAR from the game. No enemy, whatever it is, should drop “Manufactured Equipment”, they should only drop “ingredients” in order to make your own equipment. And no chest, whatever it is, should drop “Crafted Equipment”, it should only drop “ingredients” to craft your own equipment.

In this way, it would make sense to spend your time climbing careers. Spend your time looking for rare materials. Spend your time crafting your own outfit, either to dress yourself or to earn money selling it. In this way, everything would be logical and the professions would have a real weight in the game. In this way the economy would heal and there would be competitive prices at the Auction House.

If we really want the professions to matter, and to clean up the economy and the Auction House, I think we should make all these changes. To empower the players and not the luck-based RNG system. So that the players themselves, with their effort and their hours of play, get a good equipment as a reward for that effort and that time. And completely eliminate the luck-based RNG system that destroys the economy and rewards players unfairly thanks to a system of grinding and pure luck.

This is my personal opinion. As always I hope you have enjoyed reading this, and that you can answer with your own ideas to fix these New World problems; always with respect and education.

Thanks for your time.

---------------------------------------------------------------------------------------------------------------------------
Modifications may come to this Post in the future, and will be added as an answer and / or edit.

Remember once again, that these suggestions are my way of understanding and improving New World, and that of course any other opinion is totally valid as well. I ask for the maximum possible respect in these Posts that I am going to discuss, and if anyone wants to comment, I would ask you, please, that they read the entire Project, all Post with the Tag “[Aurora Project]” and written by me: “Lobo_Necrodes”, to understand its objective.

Thanks for your time and attention, and until next time. Greetings.

> [Aurora Project] What New World could become <

2 Likes

Equipment drops broke the game, but some game designer decided that the endgame progression is locked behind gear drops, and unrelated to crafting. That decision completely trashed crafting, and it would completely change the game to revert.

Even if gear drops were low, what would be the point of doing dungeons? If dungeons were the only gear drop people would just run those more. If they didn’t drop gear then people would stay far away.

1 Like

Erh. No. You’ve grossly misunderstood the economy issue.

The game throws items at players in a way intended to engage their interest by giving them something from fights and to encourage trading - there’s no attempt by the loot system to give you something you might want. Healer? Good luck getting a +focus drop. Heavy Axe wielder? Good luck getting something with +str or armor that’s not light/medium.

It’s also very random, so there are players for whom the above is never true - every item is a perfect match for their needs with just varying gear score relevance. There are many other players who will never get a valid green/blue drop/chest item.

The range of this randomness ensures that good-matches end up in the trading post regularly, diluting the value of crafted items.

Finally, there’s a minimum order of magnitude of crafting complexity missing, a layer that lets players more finely tune crafting output through questing/fighting, or other tradeskilling.

There just aren’t enough sinks in the system. A weaponsmith wanting to level up has two choices: waste resources in a pointless and frustrating craft&salvage cycle, or craft a ton of crap and dump it into the marketplace and dilute prices.

Example sink loops would be “gem studded hilts” that Jewel Crafters make that can be used by weaponsmiths/engineers to guarantee a gem slot.

There’s a gap where crafting tools ought to be, there’s a gap where house-based crafting station construction and tooling ought to be.

If crafters are given enough ways to fine-tune a crafting build (countered with a failure percentage, so you aren’t guaranteed that if you go farm all the bits you can churn out +200 str +3 focus +4 int items with the exact effect you want), then there’s also finally a gap where a “hire a crafter” lfg-style system ought to be - not a buy order, but the ability to indicate you want to get a Level 41 Greater Axe crafted, and find a crafts person to make the comission.

2 Likes

The Equipment Crafted by the players should be divided into two large groups.

“Normal” Equipment Crafted by Players:

  • It should be better than the Equipment obtained in the Faction Shop.
  • It should use “Normal” ingredients (white, green and blue).
  • This equipment should be able to be white, green and blue, depending on our profession level. For example, if we are very good Armorer and we have a good level in that profession, we should have a very, very low probability of making “white” weapons, a standard probability of making “green” weapons, an acceptable percentage of making “blue” weapons. ".

“Special” Equipment Crafted by Players:

  • It should be the best Equipment in the whole game. There should be nothing above this.
  • It should use “Special” ingredients (purple and orange).
  • These ingredients should only be obtained by killing Bosses (either in Dungeons or in Corruptions).
  • These ingredients should have a low drop, always based on the level of your gathering professions (For example, if we kill a Boss Deer, we should skin / flay this Boss, and according to our level of “Skin / Flay”, we would have more or less percentage to obtain an ingredient (a skin, a fang, a hoof, whatever) purple or orange, which would help us to create the best piece of Equipment).
  • This “Special Equipment” (the best in the game), should be really difficult to Craft, and should be able to be sold in the Auction House to fuel the economy. In addition, there will always be players who prefer “Make” and “Sell”, and others who simply prefer “Farming Gold” and “Buy”. This is not a bad thing, both player profiles must coexist.
  • This equipment should be able to be white, green and blue, depending on our profession level. For example, if we are very good Armorer and we have a good level in that profession, we should have a very, very low probability of making “white” weapons, a standard probability of making “green” weapons, an acceptable percentage of making “blue” weapons.
  • Players with the profession almost maxed out are the only ones who should be able to craft purple items. And the players with the profession to the maximum, are the only ones who should be able to make orange equipment. Purple items would need purple rare ingredients, and orange items would need orange rare ingredients.
  • Other players could give us the purple or orange items for us to craft their items. For example, I can get the best skins in the game (purple and orange), because I have raised my profession as a skinner a lot, but I have almost nothing like Armorer because I did not upload it. Another player may have Armorer almost to the max because he uploaded it a lot, but he has almost nothing as a skinner. I could make his leather equipment, and he could make my weapons. We would just have to share our rare materials.
  • These highly advanced and special items should be able to be “tuned” more precisely by players with the highest profession level. To be able to craft pieces of equipment as “commissions” for himself and other players. In this way the players with the highest level in a profession, would be able to create really precise orange objects, following specific specifications, and would be really valued and appreciated players.
  • Reaching this “Master” level should be something really difficult. Not just any player should be able to get here, only those who really dedicate themselves to crafting equipment and making a living from it. They should have their own special instructors. Their special quest chains. Your special challenges. Special achievements. Special rewards. Etc.
  • I’m not sure about this decision, but I still think it would be a positive thing: I think it would be best to limit this “Mastery” to a maximum of 2-3 professions per player. In this way they would always need each other, and the economy and the usefulness of the players would still be important.
1 Like

A simple solution would perhaps be to add a profession “mastery”, where upon reaching maximum, you can complete a quest chain and grant yourself an additional 25-50 points of skill, and unlock new items unique to that mastery. This would make players feel more unique, and create a more diverse market… Potion masters, Gem masters, weapons masters, etc.

Also… there needs to be more vendors/quartermasters and a standard “floor” price for items so that the economy of items doesnt just get run into the dirt due to flooded markets.

edit: limit 2 masteries per player, and include a cost/penalty to switch them.

3 Likes

The Equipment Crafted by the players should be divided into two large groups.

“Normal” Equipment Crafted by Players:

  • It should be better than the Equipment obtained in the Faction Shop.
  • It should use “Normal” ingredients (white, green and blue).
  • This equipment should be able to be white, green and blue, depending on our profession level. For example, if we are very good Armorer and we have a good level in that profession, we should have a very, very low probability of making “white” weapons, a standard probability of making “green” weapons, an acceptable percentage of making “blue” weapons. ".

“Special” Equipment Crafted by Players:

  • It should be the best Equipment in the whole game. There should be nothing above this.
  • It should use “Special” ingredients (purple and orange).
  • These ingredients should only be obtained by killing Bosses (either in Dungeons or in Corruptions).
  • These ingredients should have a low drop, always based on the level of your gathering professions (For example, if we kill a Boss Deer, we should skin / flay this Boss, and according to our level of “Skin / Flay”, we would have more or less percentage to obtain an ingredient (a skin, a fang, a hoof, whatever) purple or orange, which would help us to create the best piece of Equipment).
  • This “Special Equipment” (the best in the game), should be really difficult to Craft, and should be able to be sold in the Auction House to fuel the economy. In addition, there will always be players who prefer “Make” and “Sell”, and others who simply prefer “Farming Gold” and “Buy”. This is not a bad thing, both player profiles must coexist.
  • This equipment should be able to be white, green and blue, depending on our profession level. For example, if we are very good Armorer and we have a good level in that profession, we should have a very, very low probability of making “white” weapons, a standard probability of making “green” weapons, an acceptable percentage of making “blue” weapons.
  • Players with the profession almost maxed out are the only ones who should be able to craft purple items. And the players with the profession to the maximum, are the only ones who should be able to make orange equipment. Purple items would need purple rare ingredients, and orange items would need orange rare ingredients.
  • Other players could give us the purple or orange items for us to craft their items. For example, I can get the best skins in the game (purple and orange), because I have raised my profession as a skinner a lot, but I have almost nothing like Armorer because I did not upload it. Another player may have Armorer almost to the max because he uploaded it a lot, but he has almost nothing as a skinner. I could make his leather equipment, and he could make my weapons. We would just have to share our rare materials.
  • These highly advanced and special items should be able to be “tuned” more precisely by players with the highest profession level. To be able to craft pieces of equipment as “commissions” for himself and other players. In this way the players with the highest level in a profession, would be able to create really precise orange objects, following specific specifications, and would be really valued and appreciated players.
  • Reaching this “Master” level should be something really difficult. Not just any player should be able to get here, only those who really dedicate themselves to crafting equipment and making a living from it. They should have their own special instructors. Their special quest chains. Your special challenges. Special achievements. Special rewards. Etc.
  • I’m not sure about this decision, but I still think it would be a positive thing: I think it would be best to limit this “Mastery” to a maximum of 2-3 professions per player. In this way they would always need each other, and the economy and the usefulness of the players would still be important.

cringe post bro

My bad I totally TLDR’d you and immediately jumped to posting a solution >_<

The only problem I see is that everyone will probably pick weapons/armor, so there needs to be incentives for Arcana etc… Like a special potion or ingredient needed to make those “master” weapons that can only be made by Arcana masters. And then different branches of mastery… like life staff master… the more I go into this the more it just turns into WoW crafting lol. Perhaps limit the crafting gear to be the best in slot items for a specific type of content so that it doesn’t just become the meta for everything.

UPDATE 20/10/2021

This is my inventory after ONE SINGLE dungeon …

  • 14 Green Weapons T4
  • 7 Green Weapons T4
  • 1 Purple Weapon T4
  • 2 White Armors T4
  • 13 Green Armors T4
  • 2 Blue Armors T4
  • TOTAL: 39 Equipment Items…

If we take into account that we are 5 players per group: 39x5 = 195 Equipment Items in 30 minutes. 195 Items that can now go to the Auction House, further collapsing New World’s economy. I always recycle everything White and Green, so that’s 10 items for the Auction House. Being 5 players, that would be about 50 Items for the Auction House.
A complete nonsense madness… And this every half hour…

1 Like

UPDATE 22/10/2021

Although I had not yet dedicated a post to talk about this in particular, it is something that is related to some things that we have already talked about.
It is obviously related to: [Aurora Project] Changes in “Professions System”
Also with: [Aurora Project] Why money is not flowing in New World?, How to fix it
Even with: [Aurora Project] Changes in Gathering / Farming
And with some points mentioned in: [Aurora Project] Brainstorm: List of minor changes

But here we will go a little deeper, and talk directly about this topic. Let’s get started.

---------------------------------------------------------------------------------------------------------------------------
Modifications may come to this Post in the future, and will be added as an answer and / or edit.

Remember once again, that these suggestions are my way of understanding and improving New World, and that of course any other opinion is totally valid as well. I ask for the maximum possible respect in these Posts that I am going to discuss, and if anyone wants to comment, I would ask you, please, that they read the entire Project, all Post with the Tag “[Aurora Project]” and written by me: “Lobo_Necrodes”, to understand its objective.

Thanks for your time and attention, and until next time. Greetings.

> [Aurora Project] What New World could become <

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